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Known Issues in 2019.3.9f1

  • 2D: Editor crashes during Sprite Atlas baking when not enough disk space is available (1228614)

  • Ads: Verified and default Ads package should be 3.3.x instead of 2.0.8 (1206332)

  • Animation: Crash on Animator::CreateInternalControllerPlayable when entering Play Mode (1227838)

  • Animation: Crash on mecanim::CreateValueArray when setting Animator's Controller to Override Controller with no controller to override (1229421)

  • Asset Import Pipeline: Editor crashes when importing prefab referencing scripts from precompiled libraries (1217707)

  • Audio: Crash on StackAllocator::WalkAllocations when there's a memory leak in Play mode (1225987)

  • Audio: [Windows] Editor uses one CPU Logical Processor at 100% while the game is in Pause Mode (1219619)

  • Camera: Crash on Umbra::TileTraverseTree::init when entering Play mode or selecting Camera GameObject (1228835)

  • Global Illumination: Unity crashing when baking lights and generating light UV (1118524)

  • Global Illumination: [GPU PLM] GPU baking does not match CPU (1206157)

  • Global Illumination: [OSX][GPUPLM]OS Kernel Panic crash with 'Thread may have been prematurely finalized' after baking the scene with AMD GPU (1160419)

  • Global Illumination: [PLM] Baking stalls after disabling/enabling static gameobject (1144403)

  • Global Illumination: gi::InitializeManagers() takes 0.6s during Editor startup (1162775)

  • Graphics - General: 'task.rasterData.vertexBuffer == NULL' errors when using a Particle System (1226357)

  • IAP: Disabling and re-enabling IAP in services window throws multiple errors about failing to find assemblies (1193774)

  • MacOS: [Mac] Build support modules fail to install when downloading them using "Open Download Page" button in Builds Settings (1219284)

  • MacOS: [macOS] BugReporter doesn't get invoked when the project crashes (1219458)

  • MacOS: macOS Native Plugins not detected or misplaced in Builds (1216171)

  • Mobile: [Android] Loading assets from AssetBundles takes significantly more time when the project is built as an AAB (1153358)

  • Mobile: [iOS] Debug .pdb files are added to iOS release builds (1232798)

  • Package: Errors are Constantly thrown when Active Input Handling is set to Input System Package (1176974)

  • Profiling: Editor crashes when loading profiler file with memcpy stacktrace (1131782)

  • Profiling: Intermittant editor crash when using the profilercrash with deep profilign and call stacks enabled (1203222)

  • Profiling: Missing Profiler.EndSample errors appear after switching profiling target (1181306)

  • Profiling: Native object references for some object types are always 0 in the memory profiler (1234714)

  • Profiling: [Profiler] Any dropdown list in Profiler Window doesn't expand the second time once collapsed until the mouse cursor is moved (1223087)

  • Profiling: [Ubuntu]Unity hangs when Deep Profiling and Call Stacks are enabled. (918779)

  • Project Browser: Parent and child nested Scriptable Object Assets switch places when parent Scriptable Object Asset is renamed (1189089)

  • Scene Management: Editor crashes while assigning prefab variant to a reference on its base (1225758)

  • Scene Management: Prefabs lose their values if scripts are removed then reintroduced (1216914)

  • Scene Management: Unity Editor freezes/crashes when opening a specific Scene (1228147)

  • Shuriken: Crash on CreateDirect3D11SurfaceFromDXGISurface when calling DrawRenderer with a Trail Renderer (1216216)

  • Windows: Crash on GfxDeviceD3D11Base::SkinOnGPU when importing or reimporting a broken prefab (1230188)

2019.3.9f1 Release Notes

Fixes

  • 2D: Allow users to specify negative normal angles for ContactFilter2D. (1216208)

  • 2D: Colliders should also respect Pivot property of Edge Sprites in Sprite Shape

  • 2D: Ensure SpriteShape are not generated when not in view on Runtime.

  • 2D: Fix crash while quickly moving the mouse and deleting Tilemap Tiles on a Hexagonal Grid with a TilemapRenderer in Individual mode (1225253)

  • 2D: Fixed broken documentation links in inspectors for com.unity.2d.animation package

  • 2D: Fixed exception after reverting from creating new vertices and edges in Skinning MOdule

  • 2D: Fixed PSDImporter broken documentation links in inspectors

  • 2D: Fixed PSDImporter creates empty GameObject in certain cases

  • 2D: Fixed Sprite asset used by SpriteSkin in Scene is being deleted

  • 2D: Fixed Sprite deformation not updated when GameObject is being enabled with SpriteSkin component

  • 2D: Fixed SpriteSkin always deform even when culled by adding alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled

  • 2D: Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector

  • 2D: SpriteShapeController leaks memory when zero control points are used

  • Android: Cutout is calculated incorrectly when device is not in full screen mode. (1204141)

  • Android: Fixed Linear to sRGB color conversion for IMGUI when rendering with Universal RP. (1155719)

  • Android: Fixed Linear to sRGB color conversion for Screen Space - Overlay UI when rendering with Universal RP. (1219635)

  • Android: Local fullscreen mode setting on Samsung devices is overriden by editor when render outside safe area setting is disabled. (1223467)

  • Asset Import: Fixed AssetImportWorker taking autoconnect player connections. (1228966)

  • Editor: Classes that depend on libMonoPosixHelper.so will now work in playmode in the Linux editor. (1218247)

  • Editor: Do not resize Editor Windows when polling the mouse position inside of an Editor Window GUI call. (1196394)

  • Editor: Fixed Console Window not receiving Logs from a built Player until the connection drop-down is clicked. (1224614)

  • Editor: Fixed IME related APIs in Input class not working, even when using the new Input System package. (1178746)

  • Editor: Fixed inconsistent Slider behavior when label width is not specified. (1206232)

  • Editor: Fixed issue with the changing of the size of the input search field. (1230569)

  • Editor: Fixed missing borders (i.e. inspector window and player settings) (1228726)

  • Editor: Fixed the background color and border color of buttons in their various states for IMGUI and UIElements (1223122)

  • Editor: Restores previous behavior (1224868)

  • Editor: When setting Playmode be sure to not change state if already playing. (1221768)

  • GI: Fixed crash in PVRTransmissionTextureData after loading another Scene while computing lighting. (1221209)

  • Graphics: ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan. (1185630)

  • Graphics: CopyTexture with element correctly copies 3D texture slices. Previously it only copied the first slice regardless of the specified element. (1208825)

  • Graphics: Filter out SetWantsStructuredBufferBinding for no readable meshes (1226578)

  • Graphics: Fix a bug where Unity did not bind IndirectArguments ComputeBuffers correctly on D3D12 if the stride was not equal to 4 (the size of a 32-bit integer). (1221931)

  • Graphics: Fix slow compilation of vfx shaders in big project by not recreating all shaders in that case. (1224991)

  • Graphics: Fixed error messages produced, when using -force-vulkan command line option, when the editor is started. (1180262)

  • Physics: Fix an issue where a child Kinematic Rigidbody2D using Interpolation doesn't correctly follow a parent Dynamic Rigidbody2D also using Interpolation. (1233040)

  • Physics: Fix an issue where CompositeCollider2D and PolygonCollider2D produce edges which cause unpredictable collision detection using collider cast queries. (1227909)

  • Physics: Fix to ensure that previous linear/angular velocity/drag after a Rigidbody2D.MovePosition or Rigidbody2D.MoveRotation is restored. (1229319)

  • Plugins: Failed P/Invokes due to plugin not being found are no longer logged to player log because the information is already conveyed through DllNotFoundException. (1221242)

  • Prefabs: Fix null reference exception is thrown when applying modified Button UI component property to prefab. (1172835)

  • Profiler: Fix PVRContextManager thread has no data and occupies important area in Profiler Timeline View. (1223636)

  • Profiler: Fixed an issue whereby the CPU Profiler's 'Show Related Objects' panel could display incorrect names when profiling a build. (1214004)

  • Profiler: Fixed Performance decrease in EditorOverhead using Deep Profile (1051094)

  • Scripting: Check if scripting is shutting down to prevent an Internal_ApplicationWantsToQuit crash. (1145982)

  • Scripting: Fix rare issue with player crashing on startup when having editor only serialized fields that use abstract classes. (1172691)

  • Scripting Upgrade: Fixes a performance issue in UnsafeUtility.IsValidNativeContainerElementType() and fixes a bug where UnsafeUtility.IsUnmanaged() could return an incorrect result.

  • Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously (1228264)

  • Shaders: Surface shader writes into o.Emission channel were ignored in some cases. (1217823)

  • UI Elements: Fix USS variable gets corrupted when psuedo state is changed (1218564)

  • Universal Windows Platform: Fixed Cursor image getting visually corrupted when using ExecutableOnly builds. (1162612)

  • Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64). (1141709)

  • Video: Disabled VideoPlayer warning shows up when VideoClip field gets set to null in OnDestroy() method (1206210)

  • Video: Editor Freezes when trying to import 10-bit video. (1202777)

  • WebGL: Allow WebGL build run in background when canvas is not displayed. (1203503)

  • Windows: Fixed cursor lock getting lost on Windows 7 when pressing Windows key, then clicking on the task bar and finally clicking back on the game window. (1213859)

  • Windows: Native plugins are now put into correct CPU specific architecture folder. (1185926)

  • Windows: Unity Crash Handler no longer opens the game process with PROCESS_ALL_ACCESS flag upon the game launch. Instead, it does it only if the game crashes. (1204191)

  • XR: Fixed usage flag for foveation map ImageViews during Vulkan multiview framebuffer creation.

  • XR: The builtin resources zip was not updated after the Font.shader code had been updated to properly handle VR. (1218550)

API Changes

  • 2D: Added: Added API to access SpriteSkin deformed buffer

  • Scripting: Added: Included possibility to add public headers to XCode project.

Changes

  • 2D: Remove unused Reset Bounds button from SpriteSkinEditor

  • Mobile: Removed Game SDK 3.1 initialization due to issues in GameSDK 3.1. Any other GameSDK version is still supported.

  • Package Manager: Version conflicts involving a direct project dependency are now reported like any other version conflict instead of being silenced.

Improvements

  • 2D: Added message to inform user on dependent packages when viewing certain sample Scenes in com.unity.2d.animation

  • 2D: Adjust length of popup and value fields for Weight Slider Window in Skinning Module

  • 2D: Improved SpriteSkinEditor UI

  • Editor: Dragging material over the scene view might be slow: https://unity3d.atlassian.net/browse/EC-612

  • Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match (default FOV changed to 60 degrees). (1213739)

  • Editor: Scene view Frame Selected now properly takes custom FOV into account.

System Requirements

For development

OS: Windows 7 SP1+, 8, 10, 64-bit versions only; macOS 10.12+. (Server versions of Windows & OS X are not tested.)

CPU: SSE2 instruction set support.

GPU: Graphics card with DX10 (shader model 4.0) capabilities.

The rest mostly depends on the complexity of your projects.

Additional platform development requirements:
  • iOS: Mac computer running minimum macOS 10.12.6 and Xcode 9.4 or higher.

  • Android: Android SDK and Java Development Kit (JDK); IL2CPP scripting backend requires Android NDK.

  • Universal Windows Platform: Windows 10 (64-bit), Visual Studio 2015 with C++ Tools component or later and Windows 10 SDK

For running Unity games

Generally content developed with Unity can run pretty much everywhere. How well it runs is dependent on the complexity of your project. More detailed requirements:

  • Desktop:

    • OS: Windows 7 SP1+, macOS 10.12+, Ubuntu 16.04+
    • Graphics card with DX10 (shader model 4.0) capabilities.
    • CPU: SSE2 instruction set support.
  • iOS player requires iOS 10.0 or higher.

  • Android: OS 4.4 or later; ARMv7 CPU with NEON support; OpenGL ES 2.0 or later.

  • WebGL: Any recent desktop version of Firefox, Chrome, Edge or Safari.

  • Universal Windows Platform: Windows 10 and a graphics card with DX10 (shader model 4.0) capabilities

  • Exported Android Gradle projects require Android Studio 3.4 and later to build

Changeset: e6e740a1c473

Unity 2019.3.9

Быстрый переход

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